The Mugen Fighters Guild

M.U.G.E.N Central => The Finished Hall => FullGame development => Art of Fighting VS Fatal Fury => Topic started by: CCIronmugen on March 02, 2013, 04:04:17 pm

Title: Third public beta release of Art Of Fury
Post by: CCIronmugen on March 02, 2013, 04:04:17 pm
Art of Fury
Third public beta

02.mar.2013

(http://dssunit.com/mugen000.png)

(http://dssunit.com/mugen001.png)


This release includes :

* Full screenpack (except storyboards)
* Lifebars, sparks etc
* 18 characters : Ryo, Terry, Robert, Andy, Takuma, Joe, Yuri, Mai, Lee, Tung, John, Yamazaki, Eiji, Billy, Mr.Karate, Wild Wolf, Mr.Big and Krauser
* All characters' stages with BGM

note : to select Mr.Karate, highlight Ryo and just press left. to select Wild Wolf, highlight Terry and press right.


Characters' movelist are included in the parent directory.


As I'm saying since the begining, don't be waiting for a KOF-like gameplay. This game plays like "Real Bout Fatal Fury" and "Art of Fighting". Thank you. =)


Damage and defence values have been arranged depending on the character you're playing. Also I tried to avoid DINO-DAMAGES here.


DOWNLOAD LINKS :

http://www.mediafire.com/?y5eu8puon4n20by
http://ccirocky.free.fr/AOFF_beta3_130302.rar

If you have any feedbacks or suggestions please post here.
Enjoy. ^w^

Title: Re: Third public beta release of Art Of Fury
Post by: DatKofGuy on March 02, 2013, 05:24:00 pm
woohoo.. loved the previous beta, will post feedback later.
Title: Re: Third public beta release of Art Of Fury
Post by: Sinnesloschen on March 02, 2013, 05:25:15 pm
-Krauser's Forward+C in his combos misses up close. (Tested on Terry I think)
-Wild Wolf doesn't seem to have a movelist pic.
-Readme still thinks it's 2012. :P
Title: Re: Third public beta release of Art Of Fury
Post by: Byakko on March 02, 2013, 05:31:43 pm
John's Atomic Smash misses when too close, and so do Joe's Hurricane Upper, as well as Andy's Geki Hisshouken (although you have to not even walk a pixel back during the qcb for that to happen so it probably doesn't happen against the bigger guys - I think I got that against Takuma). I haven't found any other character where that happens. Those moves could use just a little more width.
Title: Re: Third public beta release of Art Of Fury
Post by: Magma MK-II on March 02, 2013, 06:36:57 pm
What a nice surprise!
Title: Re: Third public beta release of Art Of Fury
Post by: DvVasconcelos on March 02, 2013, 07:31:37 pm
Thanks for release
Title: Re: Third public beta release of Art Of Fury
Post by: CCIronmugen on March 02, 2013, 11:36:43 pm
Oh thank you guys for downloading and testing. :)

C.A.N :

- Do you mean his close C, forward C combo? I'll check it out!
- He doesn't? Ops forgot.. I will post it here asap!
- Yeah, I haven't even touched the readme file. My bad. xD


DKDC :

Oh yeah, a problem I always forget (that and the voices channel... when you get hit by Billy's tap_A special while in air, it's horrible to hear :D)
Title: Re: Third public beta release of Art Of Fury
Post by: Sinnesloschen on March 02, 2013, 11:39:08 pm
- Do you mean his close C, forward C combo? I'll check it out!
I dunno about it happening with that one, I was referring to his A<C combo (I think, my memory's awful).
Title: Re: Third public beta release of Art Of Fury
Post by: CCIronmugen on March 02, 2013, 11:41:40 pm
Ah ok I see! This attack is using his regular strong punch animation. Probably the CLSN which doesn't match. Thank you, I'll check it~
Title: Re: Third public beta release of Art Of Fury
Post by: Magma MK-II on March 03, 2013, 01:39:27 am
You forgot to add Wild Wolf's movelist.
Title: Re: Third public beta release of Art Of Fury
Post by: Sinnesloschen on March 03, 2013, 01:44:44 am
You forgot to add Wild Wolf's movelist.
Read this:
- He doesn't? Ops forgot.. I will post it here asap!
Lurk more.
Title: Re: Third public beta release of Art Of Fury
Post by: Segatron on March 03, 2013, 07:01:57 am
Damn My internet is slow It took me 2 hours to download it last time it was less. Lets See The awesome stuff in it.

     Posted: March 03, 2013, 07:46:13 am
Nice gameplay.
Title: Re: Third public beta release of Art Of Fury
Post by: Magma MK-II on March 03, 2013, 03:04:21 pm
You forgot to add Wild Wolf's movelist.
Read this:
- He doesn't? Ops forgot.. I will post it here asap!
Lurk more.

Hurrr durrr....

The second part of Andy's SDM misses if the opponent is cornered.
Title: Re: Third public beta release of Art Of Fury
Post by: Retro Respecter on March 03, 2013, 07:23:40 pm
This is a major surprise!
Title: Re: Third public beta release of Art Of Fury
Post by: CCIronmugen on March 04, 2013, 01:01:34 am
Dudes, I can't find the file where I wrote all characters' movelist... I will have to remake the file for Wild Wolf and starting tomorrow for 2 weeks I won't have time at all... Sorry :/ So here is a quick movelist :



Wild Wolf
attack 70
defence 120

Buster throw :  close forward + C

Combos :
(down) A, (down) C
(down) A/B, (down) B, (down) C
(down) A/B, (down) B, fwd C, back C
(down) A/B, (down) B, down+back C
run A, forward CCCC, back + C

Power Wave : qcf A/C
Burn Knuckle : qcb A/C
Crack Shot : qcb B
Power Dunk (max & medium only) : fwd, down, down+fwd B
Power Charge : back, fwd, fwd A

(max power) Power Geiser : qcb, down+back, fwd A

(max pow + low life) Buster Wolf : qcf qcf B+C
Title: Re: Third public beta release of Art Of Fury
Post by: Segatron on March 04, 2013, 07:24:18 pm
Just copied it to a notepad and saved it on the chars folder.
Title: Re: Third public beta release of Art Of Fury
Post by: RunningWild on March 08, 2013, 08:18:02 pm
I'll be doing an overview of the game live on my stream later.

      Posted: March 11, 2013, 12:32:03 am
http://www.twitch.tv/runningwildvidya Gonna start soon

      Posted: March 11, 2013, 02:11:22 am
Here's what I think about the game so far -

- Needs more streamlined commands, like Real Bout Fatal Fury 2. Too many quirky and weird commands like early Neo-Geo fighters, makes it really rough to combo into some moves. That's the biggest turn off to me. All of these old school nonsense commands that were later rectified in later FF or KOF games.
- Overhead command normal moves should be Forward+A instead of Back+A (Ryo's chop, Krauser's overhead, a few others, etc). Same with several characters having anti-air uppercuts as down-back A (Ryo/Mr.Karate), I think they should be down-forward+A, or down-forward C.  I like being able to hold down-back during combo strings starting with A and actually get a crouching punch instead of an anti-air that I can't really do anything with.
- Yamazaki needs a total re-haul. He feels like crappy FF3/RB1 Yamazaki, and his stomp is ass. Not a good version of him at all.
- WildWolf should have his Power Dunk Break (Maybe at the cost of some meter?), and Power Charge should be forward, forward  + A, not back, forward, forward +A. I don't like how the whole move automatically comes out on hit either. Crackshot should be an overhead, maybe have it come out a tad slower. He needs more to separate him from regular Terry. Also lol @ his select screen portrait. That's some whack Photoshopping.  lol Mary's hair.
- Alot of Renbuken moves occasionally screw up in the corner, causing the opponent to not get launched/knocked down.
- Mr.Karate's launcher chain's final hit does not connect at all on Terry.
- Speaking of Mr.Karate, his dragon punch looks terrible. It's literally a single frame. I also really hate his default palette. Since when does Ryo wear red? Give him his proper Wild Ambition colors!
- Mr.Karate needs more cancelable moves, especially his close C. I can't believe that's not cancelable. His cr.B should also combo into Hien (Same with regular Ryo and Takuma).
- Mr.Karate/Ryo, Takuma and Robert should all be able to combo a Zanretsuken/Ginei Kyaku after a close C.
- Why is Mr.Karate/Ryo's down-back A 2 hits? Doesn't make much sense.
- I think something should be done with all the Kyokugen characters to make them stand out a bit more. They are kinda boring and lacking in variety. Something to spice them up would be nice.
- It would be cool if Joe had his uppercut follow-up to Bakurestsuken
- Give Mai her rekka from RBS, which she also had in 2k2UM.
- I think Mai needs a better SDM. Like her SDM from RBS or RB2.
- John Crawly needs some work, aesthetics wise, he looks way out of place and his animation is jerky/lacking.
- Feints are seriously messed up. When I try to do combo string's and I tap B, then tap C, I get a feint. I'm not even tapping B+C at the same time. Too many unwanted feints ruining combo's. I couldn't use them to extend combo strings either.
- DM's come out too damn slow and from what I tested none of them actually combo save for Eiji, Tung, and Andy's. Same deal with SDM's, alot of them are just too slow, they don't combo and have little to no invincibility, making them pretty useless. There's almost never any need to use supers, unless it's a meaty unblockable Ranbu.
- I think it's kinda lame every character has the same launcher combo, and some characters don't get anything off it.
- I think the last hit of the generic launcher combo SHOULD be cancelable. That would make it alot better and benefit every single character, and allow more moves to juggle.
- I think characters need more command normals and variable chain combo's. It just feels too samey to me with the way normals are, not enough variety.
- I think the health bar is too much and needs to be cut down, matches feel like they take too long and moves don't do enough damage, especially combo's. Super damage can probably be cut down to compensate.
- Power Gauge needs to be re-tooled. Constantly having to recharge manually during a fight sucks, and having to rely on neutered versions of your special moves is lame. It only takes 3 or 4 specials to completely empty the gauge, and some moves requiring the gauge to be full rarely see any use. Supers are even more useless because how slow and un-combo friendly they are, on top of the power gauge requirements. I think the game would benefit more with a RB style power gauge - DM's are useable when gauge is full, but causes the gauge to drain, Guard Cancels are useable with half gauge or more, and SDM's are useable with half life and full gauge. No Infinite DM's at half life, but maybe make them cost half the amount of gauge they would normally cost. If you really want to keep the Power Gauge in, then I suggest getting rid of manual charging and just make the power gauge regenerate extremely fast and put more restrictions on DM's/SDM's.

That's all I have to say about it so far. It's not bad, but it needs some serious re-tooling I think.
Title: Re: Third public beta release of Art Of Fury
Post by: CCIronmugen on March 19, 2013, 01:49:13 pm
Wow that's some long feedback. =) Sorry I couldn't come in before.


Quote
- Needs more streamlined commands, like Real Bout Fatal Fury 2. Too many quirky and weird commands like early Neo-Geo fighters, makes it really rough to combo into some moves. That's the biggest turn off to me. All of these old school nonsense commands that were later rectified in later FF or KOF games.
Are you talking about DM/SDM commands? Please give me an exemple. =)

Quote
- Overhead command normal moves should be Forward+A instead of Back+A (Ryo's chop, Krauser's overhead, a few others, etc). Same with several characters having anti-air uppercuts as down-back A (Ryo/Mr.Karate), I think they should be down-forward+A, or down-forward C.  I like being able to hold down-back during combo strings starting with A and actually get a crouching punch instead of an anti-air that I can't really do anything with.
Well, since half of the characters have a A,B,fwdC combo and I usually hold fwd since the first move, I didn't want the character to do the command move instead of the regular A punch.
As for the downward attack, it's mainly a defensive move, that's why I put the back command instead of forward. It's also this way in one of the RB games. I wanted to follow it.

Quote
- Yamazaki needs a total re-haul. He feels like crappy FF3/RB1 Yamazaki, and his stomp is ass. Not a good version of him at all.
Well, I agree. But I though this way he would be too cheap. The stomp? down,down+C?

Quote
- WildWolf should have his Power Dunk Break (Maybe at the cost of some meter?), and Power Charge should be forward, forward  + A, not back, forward, forward +A. I don't like how the whole move automatically comes out on hit either. Crackshot should be an overhead, maybe have it come out a tad slower. He needs more to separate him from regular Terry. Also lol @ his select screen portrait. That's some whack Photoshopping.  lol Mary's hair.
Well, I thought about the Dunk Break but forgot, thanks for stating it. ^^
The Power Charge command was taken from RBS. The reason is the running A combo. It would make a Charge instead of the first punch. I should jsut change to a HCF I think.
Okay for Crack Shot.
Oh, the portrait, it's the best I could do. :P Too bad Garou Terry doesn't have an artwork drawn by Shinkiro...

Quote
- Alot of Renbuken moves occasionally screw up in the corner, causing the opponent to not get launched/knocked down.
Aouch, taking note.

Quote
- Mr.Karate's launcher chain's final hit does not connect at all on Terry.
O_o
Regular Terry or both?

Quote
- Speaking of Mr.Karate, his dragon punch looks terrible. It's literally a single frame. I also really hate his default palette. Since when does Ryo wear red? Give him his proper Wild Ambition colors!
The animation is the same as UG/MUGEN, taken from Robert special striker in Kof2000.
Wait. Default palette is red? I though I put him dark orange. O_o Maybe confounding with his regular UG palette......

Quote
- Mr.Karate needs more cancelable moves, especially his close C. I can't believe that's not cancelable. His cr.B should also combo into Hien (Same with regular Ryo and Takuma).
Indeed. I don't even know why... Fixing~
None of the characters can cancel crouch B. Took it from RB games (RB1 and RBS that is)

Quote
- Mr.Karate/Ryo, Takuma and Robert should all be able to combo a Zanretsuken/Ginei Kyaku after a close C.
I take note.

Quote
- Why is Mr.Karate/Ryo's down-back A 2 hits? Doesn't make much sense.
Same goes for Robert and Takuma. Terry's RB uppercut is also a 2 hit. Remember it's not KOF accurate at all. :P

Quote
- I think something should be done with all the Kyokugen characters to make them stand out a bit more. They are kinda boring and lacking in variety. Something to spice them up would be nice.
I agree but I don't have much "old school ideas"... Though Robert is kinda diff... not really in fact... I'll work on it. But I swear Loli_Yuri will be different.

Quote
- It would be cool if Joe had his uppercut follow-up to Bakurestsuken
Will be added. ^^

Quote
- Give Mai her rekka from RBS, which she also had in 2k2UM.
What it is?

Quote
- I think Mai needs a better SDM. Like her SDM from RBS or RB2.
Yes. I'm not satisfied with her RB1 SDM... If I had to choose, I'd take the RBS one.

Quote
- John Crawly needs some work, aesthetics wise, he looks way out of place and his animation is jerky/lacking.
It was hard to make... :( Anything in particular?

Quote
- Feints are seriously messed up. When I try to do combo string's and I tap B, then tap C, I get a feint. I'm not even tapping B+C at the same time. Too many unwanted feints ruining combo's. I couldn't use them to extend combo strings either.
I might change the command then. I also get feints when I don't need them. But they are usable in combos

Quote
- DM's come out too damn slow and from what I tested none of them actually combo save for Eiji, Tung, and Andy's. Same deal with SDM's, alot of them are just too slow, they don't combo and have little to no invincibility, making them pretty useless. There's almost never any need to use supers, unless it's a meaty unblockable Ranbu.
Well, that was supposed to be like older SNK games. But I changed my mind about few stuff. Like making the DM "normally blockable" and the SDM guard-crushing (instead of guard crush DM and unblockable SDM). And DM would be combo-able (but not SDM).

Quote
- I think it's kinda lame every character has the same launcher combo, and some characters don't get anything off it.
You mean ABC? Or ABdbC?

Quote
- I think the last hit of the generic launcher combo SHOULD be cancelable. That would make it alot better and benefit every single character, and allow more moves to juggle.
Even though it's not that way in RB games, I think you're right be should be only done for characters having less combos than the others.

Quote
- I think characters need more command normals and variable chain combo's. It just feels too samey to me with the way normals are, not enough variety.
Then I should make the basic combos cancelable into command moves right?

Quote
- I think the health bar is too much and needs to be cut down, matches feel like they take too long and moves don't do enough damage, especially combo's. Super damage can probably be cut down to compensate.
Yeah, Choujin told me about it too. I'll do something.

Quote
- Power Gauge needs to be re-tooled. Constantly having to recharge manually during a fight sucks, and having to rely on neutered versions of your special moves is lame. It only takes 3 or 4 specials to completely empty the gauge, and some moves requiring the gauge to be full rarely see any use. Supers are even more useless because how slow and un-combo friendly they are, on top of the power gauge requirements. I think the game would benefit more with a RB style power gauge - DM's are useable when gauge is full, but causes the gauge to drain, Guard Cancels are useable with half gauge or more, and SDM's are useable with half life and full gauge. No Infinite DM's at half life, but maybe make them cost half the amount of gauge they would normally cost. If you really want to keep the Power Gauge in, then I suggest getting rid of manual charging and just make the power gauge regenerate extremely fast and put more restrictions on DM's/SDM's.
Once again it was kinda that way in AOF. Not AOF3 though... I might reduce the power cost of the specials. But I'm not removing the manual charge.
The gauge is also fulfilling automaticly by itself, but slowly. Do you recommend it to be faster?
As for the DM/SDM system, I'll just keep the AOF system.



Thanks a lot for testing and for those feedbacks. =)

Yesterday I started replying but firefox did some sh!t and I had to restart my PC, and since it was time to sleep I left it. When I woke up I could restore the session of firefox and all I wrote was NOT lost, thanks Kami-sama...
Title: Re: Third public beta release of Art Of Fury
Post by: MightyKombat on March 19, 2013, 02:14:08 pm
I think when he says Mai's Rekka move, he means her fan throw QCB + A,A, A, A special from RBS.
Title: Re: Third public beta release of Art Of Fury
Post by: Magma MK-II on March 19, 2013, 04:10:21 pm
Quote
Quote
- Needs more streamlined commands, like Real Bout Fatal Fury 2. Too many quirky and weird commands like early Neo-Geo fighters, makes it really rough to combo into some moves. That's the biggest turn off to me. All of these old school nonsense commands that were later rectified in later FF or KOF games.
Are you talking about DM/SDM commands? Please give me an exemple. =)

He certainly means them. Some of them are really hard to pull off, like Yuri's.


Quote
Quote
- John Crawly needs some work, aesthetics wise, he looks way out of place and his animation is jerky/lacking.
It was hard to make... :( Anything in particular?

Take a look at Evil Orochi's John Crawley. It looks way better than the one you're using, plus it uses his american voice, which fits John way better than the japanese one.

Quote
Quote
- Power Gauge needs to be re-tooled. Constantly having to recharge manually during a fight sucks, and having to rely on neutered versions of your special moves is lame. It only takes 3 or 4 specials to completely empty the gauge, and some moves requiring the gauge to be full rarely see any use. Supers are even more useless because how slow and un-combo friendly they are, on top of the power gauge requirements. I think the game would benefit more with a RB style power gauge - DM's are useable when gauge is full, but causes the gauge to drain, Guard Cancels are useable with half gauge or more, and SDM's are useable with half life and full gauge. No Infinite DM's at half life, but maybe make them cost half the amount of gauge they would normally cost. If you really want to keep the Power Gauge in, then I suggest getting rid of manual charging and just make the power gauge regenerate extremely fast and put more restrictions on DM's/SDM's.
Once again it was kinda that way in AOF. Not AOF3 though... I might reduce the power cost of the specials. But I'm not removing the manual charge.
The gauge is also fulfilling automaticly by itself, but slowly. Do you recommend it to be faster?
As for the DM/SDM system, I'll just keep the AOF system.

Just reduce the cost of the specials.
Title: Re: Third public beta release of Art Of Fury
Post by: RunningWild on March 20, 2013, 11:46:51 am
Quote
Are you talking about DM/SDM commands? Please give me an exemple.

Both of Tung's supers.
Yamazaki's Knife and High/Low Snake Arm.

RB2 commands would be best.

Yuri's SDM command is just obnoxious.

SNK had the right mind to change King's Surprise Rose from it's original AOF command to a simple QCFx2 in KOFXIII.

Quote
O_o
Regular Terry or both?

Regular Terry.

Quote
None of the characters can cancel crouch B. Took it from RB games (RB1 and RBS that is)

Quite a few characters can cancel crouching B in RB1/RBS.

Quote
Terry's RB uppercut is also a 2 hit.

It's only 1 hit in RB1.

Quote
Even though it's not that way in RB games

It is actually.

Thanks for responding to the feedback. I still don't agree with AOF's power gauge and DM/SDM's though. I think that's one of the biggest problems holding this game back is the way super moves are handled. But maybe if it's revamped so moves take less meter and the meter regenerates more quickly, it wouldn't be so bad. But if I'm gonna blow a full meter on a DM/SDM, it should be comboable or have some other kind of perk to it to make it worthwhile (invincibility, guard crush, chip damage, etc)

Title: Re: Third public beta release of Art Of Fury
Post by: Segatron on March 21, 2013, 05:13:54 am
FYI Sorry for being off topic here Kameshi KUn But Can you tell the current progress of your game
Title: Re: Third public beta release of Art Of Fury
Post by: walt on March 21, 2013, 04:41:05 pm
Maybe if you downloaded it, you'd know ;)
Title: Re: Third public beta release of Art Of Fury
Post by: Segatron on March 23, 2013, 04:59:02 pm
I know that But I was wondering about YUri in AOF3 outfit
Title: Re: Third public beta release of Art Of Fury
Post by: CCIronmugen on April 28, 2013, 04:57:41 pm
Well, it's not AOF3 outfit because she has no sleeves in my version and some other details aren't the same.
But right now I'm back from Japan and starting tomorrow I'll go back to work so I won't have much time until mid-May to work on the game.
Sorry about the slow progress...
Title: Re: Third public beta release of Art Of Fury
Post by: Segatron on April 29, 2013, 08:34:52 pm
Its your game dude Lets hope this one does not remain unfinished like the previous game of yours
Title: Re: Third public beta release of Art Of Fury
Post by: orochi_kyo on July 09, 2013, 05:58:29 pm
I like this project a lot, I hope to see it finished one day. The thing is, good to see a mugen game with snk characters that is not KOF, and real bout  gameplay is nice. thanks for you efforts.
Title: Re: Third public beta release of Art Of Fury
Post by: CCIronmugen on July 09, 2013, 06:33:01 pm
Thank you guys.

I am working on "storyboards" for the arcade mode. I will also work on AI so I can have something near a "complete game". Bonus characters (like EX Yuri...) will come as separate files I think.
Title: Re: Third public beta release of Art Of Fury
Post by: Retro Respecter on July 10, 2013, 12:31:30 am
At least you're working on it. There are too many would be creators that give up midway and give everything they work on to the public.
Title: Re: Third public beta release of Art Of Fury
Post by: Rebel on July 16, 2013, 01:07:42 am
This stuff is pretty cool! I just had to register an account to post on here. I think that should say something right there...

One glitch that I know of is that if John doesn't throw a punch or kick before doing his flying move (left, down, down-left, A), his energy will not be consumed. I'm sure someone has already mentioned that, but like I said, I'm new here.

The AI is predictable, and the skills take up a lot of energy to pull off. Other than that, keep up the good work. This is one of the few M.U.G.E.N full games I want to see completed.

     Posted: July 16, 2013, 08:24:13 pm
Also, might I suggest you make Yuri wait an extra second after throwing an enemy to the side? She rolls toward where they were thrown, making it easy for her to walk over (while they're still down) and repeat the process (if you time it right). I've been able to beat the entire thing using just her throws, taking only one or two hits in total.

Another thing is that I think the default speed should be set to at least Fast 2. It plays much better when it's faster (but not TOO fast).

If you need any beta testing, send me a PM. I'm a huge fan of King of Fighters.
Title: Re: Third public beta release of Art Of Fury
Post by: CCIronmugen on July 17, 2013, 02:16:13 pm
Oh a Maiden fan! xD Thanks so much for registering for feedbacks. =)

John's flying attack? Wow strange thing, I'll take a look.
As for the AI, I haven't coded it yet. I have posted a topic about peoples who would help but nobody answered. I'll have to make it myself and I hate making AI. :D
Yeah the power stuff has been mentioned. But coming from more peoples makes it more important.

About Yuri's rolling, I think it was that way in one of the KOF games, but I'll check it, if it does odd things I might change it. Thanks for testing. =)
Title: Re: Third public beta release of Art Of Fury
Post by: Rebel on July 19, 2013, 02:07:19 am
That glitch with John not consuming any energy when pulling that move without punching or kicking should be looked into; I'm sure there are a few other characters with this kind of problem, so I'll test the rest.

I see what you mean on Yuri originally being that way, but I still think there should be a way to ensure that the player doesn't abuse the move (especially since the AI is generic). She tosses the enemy behind her, and then rolls toward where they're falling.

I wish I could help you on the AI programming, but I'm not very good at that. I'm more of a spriter, you see, so I'll gladly do edits for you, if needed. You can also count on me to test the next build for the game -- I would like to do my best to ensure that it's as flawless as can be.

Also, would you consider a tag team feature? I know the original series did it, and I think that would be pretty cool to have that sort of thing. Beating just one guy up and moving on to the next stage doesn't seem as interesting, but at least there will be a story feature coming soon.
Title: Re: Third public beta release of Art Of Fury
Post by: CCIronmugen on July 19, 2013, 04:46:09 pm
Well yeah I might be interested in sprite editing! But it will also depend on your free time and your motivation (won't be the same work to make 10 sprites for a simple move and 150 sprites for a "complete" character for instance)
Title: Re: Third public beta release of Art Of Fury
Post by: Segatron on July 20, 2013, 01:09:09 am
Hey what the current status of your project.
Title: Re: Third public beta release of Art Of Fury
Post by: CCIronmugen on July 20, 2013, 11:42:28 am
Mmh. I can't really give a % but I have all basic characters done + the bosses (Mr.Big and Krauser) as well as few secret characters (Terry Motw, Ryo FFwa, Geese1 and Geese2). Though they all require major fixing.
The stages are all done (but I'd probably update Yuri's because it's empty, I might add bodybuilders).

In fact, for a working 99% version I just need to make storyboards and AI.
Title: Re: Third public beta release of Art Of Fury
Post by: Segatron on July 20, 2013, 07:30:10 pm
Yeah The Story boards and AI.
Title: Re: Third public beta release of Art Of Fury
Post by: RunningWild on July 26, 2013, 06:18:13 am
Also, would you consider a tag team feature? I know the original series did it

Why would there be a tag team feature when neither AOF or FF had such a thing?

Also, might I suggest you make Yuri wait an extra second after throwing an enemy to the side? She rolls toward where they were thrown, making it easy for her to walk over (while they're still down) and repeat the process (if you time it right). I've been able to beat the entire thing using just her throws, taking only one or two hits in total.

Not Yuri's fault that the CPU can't tech throws.

If this game even has tech throws.
Title: Re: Third public beta release of Art Of Fury
Post by: Rebel on July 28, 2013, 10:39:07 pm
Well yeah I might be interested in sprite editing! But it will also depend on your free time and your motivation (won't be the same work to make 10 sprites for a simple move and 150 sprites for a "complete" character for instance)
I'm usually pretty free, so feel free to ask me in private what you're looking for. I haven't sprited in a long time, but I have enough experience to work with pixel art.
Why would there be a tag team feature when neither AOF or FF had such a thing?
I know The King of Fighters had that feature. And besides, why not give players that kind of option? Only being forced to play as two players aside from the main game can get boring rather quickly. Then again, that is up to the creator.
Not Yuri's fault that the CPU can't tech throws.

If this game even has tech throws.
You mean countering throws, right? If so, then I agree with you. The AI is very sloppy on this one, but we'll hopefully see improvements done soon. If I knew how to code, I'd help get this project done faster.
Title: Re: Third public beta release of Art Of Fury
Post by: Sinnesloschen on July 29, 2013, 02:31:18 am
The King of Fighters had that feature.
This isn't KOF.
Title: Re: Third public beta release of Art Of Fury
Post by: CCIronmugen on July 29, 2013, 02:49:51 am
I won't add tag system to AOFF, sorry. =)

I'll PM you an exemple of what I'd like to see tomorrow. ^^
Title: Re: Third public beta release of Art Of Fury
Post by: RunningWild on July 29, 2013, 05:57:10 am
Only being forced to play as two players aside from the main game can get boring rather quickly.

Proof right there you don't play fighting games.

You mean countering throws, right? If so, then I agree with you. The AI is very sloppy on this one, but we'll hopefully see improvements done soon. If I knew how to code, I'd help get this project done faster.

A counter throw is something completely different, throw teching aka throw escaping is when one player attempts a throw and the other player escapes it, leaving both players back to a neutral position.

Art Of Fighting had throw softening, you'd still took some damage from the throw, but you were able to recover. The Fatal Fury games did not have any form of throw escapes until Garou:Mark Of The Wolves.
Title: Re: Third public beta release of Art Of Fury
Post by: Rayfa on August 19, 2013, 01:32:53 pm
Thanks to the release and beautiful character and stage.
Title: Re: Third public beta release of Art Of Fury
Post by: cokordanewbie on September 11, 2013, 12:48:52 pm
mybe i want to make trailer this game
Title: Re: Third public beta release of Art Of Fury
Post by: Rebel on September 15, 2013, 11:13:00 pm
Proof right there you don't play fighting games.
I do play fighting games a lot, but one thing that's always turned me off about most traditional fighters is playing all by myself without an AI ally, at least. I don't really have anyone to play with or against.
A counter throw is something completely different, throw teching aka throw escaping is when one player attempts a throw and the other player escapes it, leaving both players back to a neutral position.

Art Of Fighting had throw softening, you'd still took some damage from the throw, but you were able to recover. The Fatal Fury games did not have any form of throw escapes until Garou:Mark Of The Wolves.
Well, I've never played the original SNK games because I've always had trouble emulating them. But I have played the Fatal Fury and Samurai Shodown games for the SNES, which were pretty mediocre.
Title: Re: Third public beta release of Art Of Fury
Post by: lows on September 16, 2013, 12:14:47 am
Very good game!!
Title: Re: Third public beta release of Art Of Fury
Post by: CCIronmugen on September 16, 2013, 10:03:30 am
mybe i want to make trailer this game

Sure, why not. =)
Title: Re: Third public beta release of Art Of Fury
Post by: Amy on September 17, 2013, 03:36:35 am
Why don't you put Blue Mary on the game too? You just let go the best of it :c
Title: Re: Third public beta release of Art Of Fury
Post by: Magma MK-II on September 17, 2013, 03:50:48 am
Why don't you put Blue Mary on the game too? You just let go the best of it :c

He'd need an Art of Fighting counterpart.
Title: Re: Third public beta release of Art Of Fury
Post by: Retro Respecter on September 17, 2013, 04:21:29 am
Why don't you put Blue Mary on the game too? You just let go the best of it :c

He'd need an Art of Fighting counterpart.

...and there is none
Title: Re: Third public beta release of Art Of Fury
Post by: Segatron on September 17, 2013, 07:14:11 am
Well Gai Tendou would be since he is grappler and most Mary's move involves Grappling But That is if he appeared in the aof series.
But So far none has yet made other characters of Aof in KOF/SNK & CVS styled Sprites.... with the exception of John Crawley.
Title: Re: Third public beta release of Art Of Fury
Post by: CCIronmugen on September 17, 2013, 09:51:54 am
Someone please make the sprites of Lenny from AOF3 in KOF style and code it for me!  :gonkgoi:

No seriously, I would because I like Blue Mary very much (mainly in KOF99) but... Yeah, countpart from Art of Fighting... + just trying to finish that damn game with the stuff I already have to do (storyboards, the longest things to do).

If someday I make a "AOFF XIII", which would be an update of AOFF (XII?), I'll just add more characters.






What the hell am I talking about right after waking up. Sorry.
Title: Re: Third public beta release of Art Of Fury
Post by: Romeotantan on September 17, 2013, 11:07:06 am
Kasumi todoh or King could be a nice blue mary counterpart,  Gai tendo could be a secret char cause he is considered the future of southtown, geese could be the ultimate final boss cause he appeared in both games, those are suggestions not requests.
Title: Re: Third public beta release of Art Of Fury
Post by: Magma MK-II on September 17, 2013, 04:41:02 pm
Both Kasumi and King are in the game already.
Title: Re: Third public beta release of Art Of Fury
Post by: Byakko on September 17, 2013, 04:44:42 pm
And Young Geese and Nightmare Geese are also secret bosses, just not done yet (http://mugenguild.com/forum/topics/game-introduction-characters-roster-134615.0.html) (as of last year)
Title: Re: Third public beta release of Art Of Fury
Post by: Romeotantan on September 17, 2013, 06:33:19 pm
I haven't had the chance to play the game but based on the screenshot in the first page they are not in the game yet only planned to be done.
Title: Re: Third public beta release of Art Of Fury
Post by: Amy on September 17, 2013, 06:45:33 pm
Put Blue Mary as a secret char then? :o Like: Highlight Terry and press up or something
Title: Re: Third public beta release of Art Of Fury
Post by: CCIronmugen on September 18, 2013, 10:18:22 pm
Sorry, but even secret characters got their counterpart. xD

Both Geese are finished and might be in the next beta~ Now, when will it be released... I don't even know. life is getting VERY busy right now (regular work + work as a stunt + sing&dance show to prepare + travels...). But don't worry guys, I still WANT TO FINISH MY PROJECT (so do my friends in Paris :P).

I still haven't fixed the bugs and stuff from the feedbacks given by RunningWild... This is the first priority.
Title: Re: Third public beta release of Art Of Fury
Post by: Amy on September 19, 2013, 02:33:18 am
Sorry, but even secret characters got their counterpart. xD

Both Geese are finished and might be in the next beta~ Now, when will it be released... I don't even know. life is getting VERY busy right now (regular work + work as a stunt + sing&dance show to prepare + travels...). But don't worry guys, I still WANT TO FINISH MY PROJECT (so do my friends in Paris :P).

I still haven't fixed the bugs and stuff from the feedbacks given by RunningWild... This is the first priority.

Oh, that's a shame =/
Title: Re: Third public beta release of Art Of Fury
Post by: Garuda on September 19, 2013, 09:43:54 pm
Wow Iron your life is getting really busy! Are you taking part in the dancing show or are you directing it?
Title: Re: Third public beta release of Art Of Fury
Post by: CCIronmugen on September 20, 2013, 09:48:37 am
I'll explain you in private. :P
Title: Re: Third public beta release of Art Of Fury
Post by: walt on September 25, 2013, 12:01:25 am
Explain to me in private the STUNTMAN part!   x_x
Title: Re: Third public beta release of Art Of Fury
Post by: oraora? on October 14, 2013, 10:57:20 am
I am glad to see Yamazaki is included, Seems like his strongest Lv4's Drill is still difficult to execute like he is in Real Bout Fatal Fury 2 and Special, I wonder how do you manage to pull off his Lv4's Drill?
Title: Re: Third public beta release of Art Of Fury
Post by: CCIronmugen on October 15, 2013, 07:07:24 pm
The timing is not as crazy as the Real Bout because, like in KOF, you can tap A or/and C, while in RB, you can only tap C. =)

     Posted: January 12, 2014, 07:56:46 pm
Back and having time working on AOFF.